diff options
author | Graham Linden <graham@lindenlab.com> | 2019-03-12 08:56:26 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-03-12 08:56:26 -0700 |
commit | ac2fc3029f3b9b6ba182949c29a7919f2f87eb02 (patch) | |
tree | c5ed54db8fc7400e4acebed1d3f069092123bbd4 /indra/newview/llagentcamera.h | |
parent | 3e560022459bf3534b873a7f6499dfb5eb75a7d9 (diff) |
Backout tabs v spaces changes.
'warn-on-failure:no-tabs'
Diffstat (limited to 'indra/newview/llagentcamera.h')
-rw-r--r-- | indra/newview/llagentcamera.h | 564 |
1 files changed, 282 insertions, 282 deletions
diff --git a/indra/newview/llagentcamera.h b/indra/newview/llagentcamera.h index 27a9891030..4575c1501a 100644 --- a/indra/newview/llagentcamera.h +++ b/indra/newview/llagentcamera.h @@ -27,9 +27,9 @@ #ifndef LL_LLAGENTCAMERA_H #define LL_LLAGENTCAMERA_H -#include "llfollowcam.h" // Ventrella -#include "llhudeffectlookat.h" // EPointAtType -#include "llhudeffectpointat.h" // ELookAtType +#include "llfollowcam.h" // Ventrella +#include "llhudeffectlookat.h" // EPointAtType +#include "llhudeffectpointat.h" // ELookAtType class LLPickInfo; class LLVOAvatarSelf; @@ -40,26 +40,26 @@ class LLControlVariable; //-------------------------------------------------------------------- enum ECameraMode { - CAMERA_MODE_THIRD_PERSON, - CAMERA_MODE_MOUSELOOK, - CAMERA_MODE_CUSTOMIZE_AVATAR, - CAMERA_MODE_FOLLOW + CAMERA_MODE_THIRD_PERSON, + CAMERA_MODE_MOUSELOOK, + CAMERA_MODE_CUSTOMIZE_AVATAR, + CAMERA_MODE_FOLLOW }; /** Camera Presets for CAMERA_MODE_THIRD_PERSON */ enum ECameraPreset { - /** Default preset, what the Third Person Mode actually was */ - CAMERA_PRESET_REAR_VIEW, - - /** "Looking at the Avatar from the front" */ - CAMERA_PRESET_FRONT_VIEW, + /** Default preset, what the Third Person Mode actually was */ + CAMERA_PRESET_REAR_VIEW, + + /** "Looking at the Avatar from the front" */ + CAMERA_PRESET_FRONT_VIEW, - /** "Above and to the left, over the shoulder, pulled back a little on the zoom" */ - CAMERA_PRESET_GROUP_VIEW, + /** "Above and to the left, over the shoulder, pulled back a little on the zoom" */ + CAMERA_PRESET_GROUP_VIEW, - /** Current view when a preset is saved */ - CAMERA_PRESET_CUSTOM0 + /** Current view when a preset is saved */ + CAMERA_PRESET_CUSTOM0 }; //------------------------------------------------------------------------ @@ -67,243 +67,243 @@ enum ECameraPreset //------------------------------------------------------------------------ class LLAgentCamera { - LOG_CLASS(LLAgentCamera); + LOG_CLASS(LLAgentCamera); public: - //-------------------------------------------------------------------- - // Constructors / Destructors - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Constructors / Destructors + //-------------------------------------------------------------------- public: - LLAgentCamera(); - virtual ~LLAgentCamera(); - void init(); - void cleanup(); - void setAvatarObject(LLVOAvatarSelf* avatar); - bool isInitialized() { return mInitialized; } + LLAgentCamera(); + virtual ~LLAgentCamera(); + void init(); + void cleanup(); + void setAvatarObject(LLVOAvatarSelf* avatar); + bool isInitialized() { return mInitialized; } private: - bool mInitialized; + bool mInitialized; - //-------------------------------------------------------------------- - // Mode - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Mode + //-------------------------------------------------------------------- public: - void changeCameraToDefault(); - void changeCameraToMouselook(BOOL animate = TRUE); - void changeCameraToThirdPerson(BOOL animate = TRUE); - void changeCameraToCustomizeAvatar(); // Trigger transition animation - void changeCameraToFollow(BOOL animate = TRUE); // Ventrella - BOOL cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); } - BOOL cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); } - BOOL cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR /*&& !mCameraAnimating*/); } - BOOL cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); } - ECameraMode getCameraMode() const { return mCameraMode; } - ECameraMode getLastCameraMode() const { return mLastCameraMode; } - void updateCamera(); // Call once per frame to update camera location/orientation - void resetCamera(); // Slam camera into its default position - void updateLastCamera(); // Set last camera to current camera + void changeCameraToDefault(); + void changeCameraToMouselook(BOOL animate = TRUE); + void changeCameraToThirdPerson(BOOL animate = TRUE); + void changeCameraToCustomizeAvatar(); // Trigger transition animation + void changeCameraToFollow(BOOL animate = TRUE); // Ventrella + BOOL cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); } + BOOL cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); } + BOOL cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR /*&& !mCameraAnimating*/); } + BOOL cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); } + ECameraMode getCameraMode() const { return mCameraMode; } + ECameraMode getLastCameraMode() const { return mLastCameraMode; } + void updateCamera(); // Call once per frame to update camera location/orientation + void resetCamera(); // Slam camera into its default position + void updateLastCamera(); // Set last camera to current camera private: - ECameraMode mCameraMode; // Target mode after transition animation is done - ECameraMode mLastCameraMode; + ECameraMode mCameraMode; // Target mode after transition animation is done + ECameraMode mLastCameraMode; - //-------------------------------------------------------------------- - // Preset - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Preset + //-------------------------------------------------------------------- public: - void switchCameraPreset(ECameraPreset preset); + void switchCameraPreset(ECameraPreset preset); private: - /** Determines default camera offset depending on the current camera preset */ - LLVector3 getCameraOffsetInitial(); - /** Determines maximum camera distance from target for mouselook, opposite to LAND_MIN_ZOOM */ - F32 getCameraMaxZoomDistance(); + /** Determines default camera offset depending on the current camera preset */ + LLVector3 getCameraOffsetInitial(); + /** Determines maximum camera distance from target for mouselook, opposite to LAND_MIN_ZOOM */ + F32 getCameraMaxZoomDistance(); - /** Camera preset in Third Person Mode */ - ECameraPreset mCameraPreset; + /** Camera preset in Third Person Mode */ + ECameraPreset mCameraPreset; - /** Initial camera offsets */ - std::map<ECameraPreset, LLPointer<LLControlVariable> > mCameraOffsetInitial; + /** Initial camera offsets */ + std::map<ECameraPreset, LLPointer<LLControlVariable> > mCameraOffsetInitial; - /** Initial focus offsets */ - std::map<ECameraPreset, LLPointer<LLControlVariable> > mFocusOffsetInitial; + /** Initial focus offsets */ + std::map<ECameraPreset, LLPointer<LLControlVariable> > mFocusOffsetInitial; - //-------------------------------------------------------------------- - // Position - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Position + //-------------------------------------------------------------------- public: - LLVector3d getCameraPositionGlobal() const; - const LLVector3 &getCameraPositionAgent() const; - LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target - F32 getCameraMinOffGround(); // Minimum height off ground for this mode, meters - void setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; } - BOOL calcCameraMinDistance(F32 &obj_min_distance); - F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); } - void clearCameraLag() { mCameraLag.clearVec(); } + LLVector3d getCameraPositionGlobal() const; + const LLVector3 &getCameraPositionAgent() const; + LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target + F32 getCameraMinOffGround(); // Minimum height off ground for this mode, meters + void setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; } + BOOL calcCameraMinDistance(F32 &obj_min_distance); + F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); } + void clearCameraLag() { mCameraLag.clearVec(); } private: - F32 mCurrentCameraDistance; // Current camera offset from avatar - F32 mTargetCameraDistance; // Target camera offset from avatar - F32 mCameraFOVZoomFactor; // Amount of fov zoom applied to camera when zeroing in on an object - F32 mCameraCurrentFOVZoomFactor; // Interpolated fov zoom - F32 mCameraFOVDefault; // Default field of view that is basis for FOV zoom effect - LLVector4 mCameraCollidePlane; // Colliding plane for camera - F32 mCameraZoomFraction; // Mousewheel driven fraction of zoom - LLVector3 mCameraPositionAgent; // Camera position in agent coordinates - LLVector3 mCameraVirtualPositionAgent; // Camera virtual position (target) before performing FOV zoom - LLVector3d mCameraSmoothingLastPositionGlobal; - LLVector3d mCameraSmoothingLastPositionAgent; - bool mCameraSmoothingStop; - LLVector3 mCameraLag; // Third person camera lag - LLVector3 mCameraUpVector; // Camera's up direction in world coordinates (determines the 'roll' of the view) - - //-------------------------------------------------------------------- - // Follow - //-------------------------------------------------------------------- + F32 mCurrentCameraDistance; // Current camera offset from avatar + F32 mTargetCameraDistance; // Target camera offset from avatar + F32 mCameraFOVZoomFactor; // Amount of fov zoom applied to camera when zeroing in on an object + F32 mCameraCurrentFOVZoomFactor; // Interpolated fov zoom + F32 mCameraFOVDefault; // Default field of view that is basis for FOV zoom effect + LLVector4 mCameraCollidePlane; // Colliding plane for camera + F32 mCameraZoomFraction; // Mousewheel driven fraction of zoom + LLVector3 mCameraPositionAgent; // Camera position in agent coordinates + LLVector3 mCameraVirtualPositionAgent; // Camera virtual position (target) before performing FOV zoom + LLVector3d mCameraSmoothingLastPositionGlobal; + LLVector3d mCameraSmoothingLastPositionAgent; + bool mCameraSmoothingStop; + LLVector3 mCameraLag; // Third person camera lag + LLVector3 mCameraUpVector; // Camera's up direction in world coordinates (determines the 'roll' of the view) + + //-------------------------------------------------------------------- + // Follow + //-------------------------------------------------------------------- public: - void setUsingFollowCam(bool using_follow_cam); - bool isfollowCamLocked(); + void setUsingFollowCam(bool using_follow_cam); + bool isfollowCamLocked(); private: - LLFollowCam mFollowCam; // Ventrella + LLFollowCam mFollowCam; // Ventrella - //-------------------------------------------------------------------- - // Sit - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Sit + //-------------------------------------------------------------------- public: - void setupSitCamera(); - BOOL sitCameraEnabled() { return mSitCameraEnabled; } - void setSitCamera(const LLUUID &object_id, - const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero); + void setupSitCamera(); + BOOL sitCameraEnabled() { return mSitCameraEnabled; } + void setSitCamera(const LLUUID &object_id, + const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero); private: - LLPointer<LLViewerObject> mSitCameraReferenceObject; // Object to which camera is related when sitting - BOOL mSitCameraEnabled; // Use provided camera information when sitting? - LLVector3 mSitCameraPos; // Root relative camera pos when sitting - LLVector3 mSitCameraFocus; // Root relative camera target when sitting - - //-------------------------------------------------------------------- - // Animation - //-------------------------------------------------------------------- + LLPointer<LLViewerObject> mSitCameraReferenceObject; // Object to which camera is related when sitting + BOOL mSitCameraEnabled; // Use provided camera information when sitting? + LLVector3 mSitCameraPos; // Root relative camera pos when sitting + LLVector3 mSitCameraFocus; // Root relative camera target when sitting + + //-------------------------------------------------------------------- + // Animation + //-------------------------------------------------------------------- public: - void setCameraAnimating(BOOL b) { mCameraAnimating = b; } - BOOL getCameraAnimating() { return mCameraAnimating; } - void setAnimationDuration(F32 seconds); - void startCameraAnimation(); - void stopCameraAnimation(); + void setCameraAnimating(BOOL b) { mCameraAnimating = b; } + BOOL getCameraAnimating() { return mCameraAnimating; } + void setAnimationDuration(F32 seconds); + void startCameraAnimation(); + void stopCameraAnimation(); private: - LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active - F32 mAnimationDuration; // In seconds - BOOL mCameraAnimating; // Camera is transitioning from one mode to another - LLVector3d mAnimationCameraStartGlobal; // Camera start position, global coords - LLVector3d mAnimationFocusStartGlobal; // Camera focus point, global coords - - //-------------------------------------------------------------------- - // Focus - //-------------------------------------------------------------------- + LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active + F32 mAnimationDuration; // In seconds + BOOL mCameraAnimating; // Camera is transitioning from one mode to another + LLVector3d mAnimationCameraStartGlobal; // Camera start position, global coords + LLVector3d mAnimationFocusStartGlobal; // Camera focus point, global coords + + //-------------------------------------------------------------------- + // Focus + //-------------------------------------------------------------------- public: - LLVector3d calcFocusPositionTargetGlobal(); - LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y); - BOOL getFocusOnAvatar() const { return mFocusOnAvatar; } - LLPointer<LLViewerObject>& getFocusObject() { return mFocusObject; } - F32 getFocusObjectDist() const { return mFocusObjectDist; } - void updateFocusOffset(); - void validateFocusObject(); - void setFocusGlobal(const LLPickInfo& pick); - void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null); - void setFocusOnAvatar(BOOL focus, BOOL animate); - void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id); - void clearFocusObject(); - void setFocusObject(LLViewerObject* object); - void setAllowChangeToFollow(BOOL focus) { mAllowChangeToFollow = focus; } - void setObjectTracking(BOOL track) { mTrackFocusObject = track; } - const LLVector3d &getFocusGlobal() const { return mFocusGlobal; } - const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; } + LLVector3d calcFocusPositionTargetGlobal(); + LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y); + BOOL getFocusOnAvatar() const { return mFocusOnAvatar; } + LLPointer<LLViewerObject>& getFocusObject() { return mFocusObject; } + F32 getFocusObjectDist() const { return mFocusObjectDist; } + void updateFocusOffset(); + void validateFocusObject(); + void setFocusGlobal(const LLPickInfo& pick); + void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null); + void setFocusOnAvatar(BOOL focus, BOOL animate); + void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id); + void clearFocusObject(); + void setFocusObject(LLViewerObject* object); + void setAllowChangeToFollow(BOOL focus) { mAllowChangeToFollow = focus; } + void setObjectTracking(BOOL track) { mTrackFocusObject = track; } + const LLVector3d &getFocusGlobal() const { return mFocusGlobal; } + const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; } private: - LLVector3d mCameraFocusOffset; // Offset from focus point in build mode - LLVector3d mCameraFocusOffsetTarget; // Target towards which we are lerping the camera's focus offset - BOOL mFocusOnAvatar; - BOOL mAllowChangeToFollow; - LLVector3d mFocusGlobal; - LLVector3d mFocusTargetGlobal; - LLPointer<LLViewerObject> mFocusObject; - F32 mFocusObjectDist; - LLVector3 mFocusObjectOffset; - F32 mFocusDotRadius; // Meters - BOOL mTrackFocusObject; - - //-------------------------------------------------------------------- - // Lookat / Pointat - //-------------------------------------------------------------------- + LLVector3d mCameraFocusOffset; // Offset from focus point in build mode + LLVector3d mCameraFocusOffsetTarget; // Target towards which we are lerping the camera's focus offset + BOOL mFocusOnAvatar; + BOOL mAllowChangeToFollow; + LLVector3d mFocusGlobal; + LLVector3d mFocusTargetGlobal; + LLPointer<LLViewerObject> mFocusObject; + F32 mFocusObjectDist; + LLVector3 mFocusObjectOffset; + F32 mFocusDotRadius; // Meters + BOOL mTrackFocusObject; + + //-------------------------------------------------------------------- + // Lookat / Pointat + //-------------------------------------------------------------------- public: - void updateLookAt(const S32 mouse_x, const S32 mouse_y); - BOOL setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); - ELookAtType getLookAtType(); - void lookAtLastChat(); - void slamLookAt(const LLVector3 &look_at); // Set the physics data - BOOL setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); - EPointAtType getPointAtType(); + void updateLookAt(const S32 mouse_x, const S32 mouse_y); + BOOL setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); + ELookAtType getLookAtType(); + void lookAtLastChat(); + void slamLookAt(const LLVector3 &look_at); // Set the physics data + BOOL setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); + EPointAtType getPointAtType(); public: - LLPointer<LLHUDEffectLookAt> mLookAt; - LLPointer<LLHUDEffectPointAt> mPointAt; + LLPointer<LLHUDEffectLookAt> mLookAt; + LLPointer<LLHUDEffectPointAt> mPointAt; - //-------------------------------------------------------------------- - // Third person - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Third person + //-------------------------------------------------------------------- public: - LLVector3d calcThirdPersonFocusOffset(); - void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; } + LLVector3d calcThirdPersonFocusOffset(); + void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; } private: - LLVector3 mThirdPersonHeadOffset; // Head offset for third person camera position + LLVector3 mThirdPersonHeadOffset; // Head offset for third person camera position - //-------------------------------------------------------------------- - // Orbit - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Orbit + //-------------------------------------------------------------------- public: - void cameraOrbitAround(const F32 radians); // Rotate camera CCW radians about build focus point - void cameraOrbitOver(const F32 radians); // Rotate camera forward radians over build focus point - void cameraOrbitIn(const F32 meters); // Move camera in toward build focus point + void cameraOrbitAround(const F32 radians); // Rotate camera CCW radians about build focus point + void cameraOrbitOver(const F32 radians); // Rotate camera forward radians over build focus point + void cameraOrbitIn(const F32 meters); // Move camera in toward build focus point - //-------------------------------------------------------------------- - // Zoom - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Zoom + //-------------------------------------------------------------------- public: - void handleScrollWheel(S32 clicks); // Mousewheel driven zoom - void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance - F32 getCameraZoomFraction(); // Get camera zoom as fraction of minimum and maximum zoom - void setCameraZoomFraction(F32 fraction); // Set camera zoom as fraction of minimum and maximum zoom - F32 calcCameraFOVZoomFactor(); - - //-------------------------------------------------------------------- - // Pan - //-------------------------------------------------------------------- + void handleScrollWheel(S32 clicks); // Mousewheel driven zoom + void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance + F32 getCameraZoomFraction(); // Get camera zoom as fraction of minimum and maximum zoom + void setCameraZoomFraction(F32 fraction); // Set camera zoom as fraction of minimum and maximum zoom + F32 calcCameraFOVZoomFactor(); + + //-------------------------------------------------------------------- + // Pan + //-------------------------------------------------------------------- public: - void cameraPanIn(const F32 meters); - void cameraPanLeft(const F32 meters); - void cameraPanUp(const F32 meters); - - //-------------------------------------------------------------------- - // View - //-------------------------------------------------------------------- + void cameraPanIn(const F32 meters); + void cameraPanLeft(const F32 meters); + void cameraPanUp(const F32 meters); + + //-------------------------------------------------------------------- + // View + //-------------------------------------------------------------------- public: - // Called whenever the agent moves. Puts camera back in default position, deselects items, etc. - void resetView(BOOL reset_camera = TRUE, BOOL change_camera = FALSE); - // Called on camera movement. Unlocks camera from the default position behind the avatar. - void unlockView(); + // Called whenever the agent moves. Puts camera back in default position, deselects items, etc. + void resetView(BOOL reset_camera = TRUE, BOOL change_camera = FALSE); + // Called on camera movement. Unlocks camera from the default position behind the avatar. + void unlockView(); public: - F32 mDrawDistance; + F32 mDrawDistance; - //-------------------------------------------------------------------- - // Mouselook - //-------------------------------------------------------------------- + //-------------------------------------------------------------------- + // Mouselook + //-------------------------------------------------------------------- public: - BOOL getForceMouselook() const { return mForceMouselook; } - void setForceMouselook(BOOL mouselook) { mForceMouselook = mouselook; } + BOOL getForceMouselook() const { return mForceMouselook; } + void setForceMouselook(BOOL mouselook) { mForceMouselook = mouselook; } private: - BOOL mForceMouselook; - - //-------------------------------------------------------------------- - // HUD - //-------------------------------------------------------------------- + BOOL mForceMouselook; + + //-------------------------------------------------------------------- + // HUD + //-------------------------------------------------------------------- public: - F32 mHUDTargetZoom; // Target zoom level for HUD objects (used when editing) - F32 mHUDCurZoom; // Current animated zoom level for HUD objects + F32 mHUDTargetZoom; // Target zoom level for HUD objects (used when editing) + F32 mHUDCurZoom; // Current animated zoom level for HUD objects /******************************************************************************** @@ -312,84 +312,84 @@ public: **/ public: - S32 getAtKey() const { return mAtKey; } - S32 getWalkKey() const { return mWalkKey; } - S32 getLeftKey() const { return mLeftKey; } - S32 getUpKey() const { return mUpKey; } - F32 getYawKey() const { return mYawKey; } - F32 getPitchKey() const { return mPitchKey; } - - void setAtKey(S32 mag) { mAtKey = mag; } - void setWalkKey(S32 mag) { mWalkKey = mag; } - void setLeftKey(S32 mag) { mLeftKey = mag; } - void setUpKey(S32 mag) { mUpKey = mag; } - void setYawKey(F32 mag) { mYawKey = mag; } - void setPitchKey(F32 mag) { mPitchKey = mag; } - - void clearGeneralKeys(); - static S32 directionToKey(S32 direction); // Changes direction to -1/0/1 + S32 getAtKey() const { return mAtKey; } + S32 getWalkKey() const { return mWalkKey; } + S32 getLeftKey() const { return mLeftKey; } + S32 getUpKey() const { return mUpKey; } + F32 getYawKey() const { return mYawKey; } + F32 getPitchKey() const { return mPitchKey; } + + void setAtKey(S32 mag) { mAtKey = mag; } + void setWalkKey(S32 mag) { mWalkKey = mag; } + void setLeftKey(S32 mag) { mLeftKey = mag; } + void setUpKey(S32 mag) { mUpKey = mag; } + void setYawKey(F32 mag) { mYawKey = mag; } + void setPitchKey(F32 mag) { mPitchKey = mag; } + + void clearGeneralKeys(); + static S32 directionToKey(S32 direction); // Changes direction to -1/0/1 private: - S32 mAtKey; // Either 1, 0, or -1. Indicates that movement key is pressed - S32 mWalkKey; // Like AtKey, but causes less forward thrust - S32 mLeftKey; - S32 mUpKey; - F32 mYawKey; - F32 mPitchKey; - - //-------------------------------------------------------------------- - // Orbit - //-------------------------------------------------------------------- + S32 mAtKey; // Either 1, 0, or -1. Indicates that movement key is pressed + S32 mWalkKey; // Like AtKey, but causes less forward thrust + S32 mLeftKey; + S32 mUpKey; + F32 mYawKey; + F32 mPitchKey; + + //-------------------------------------------------------------------- + // Orbit + //-------------------------------------------------------------------- public: - F32 getOrbitLeftKey() const { return mOrbitLeftKey; } - F32 getOrbitRightKey() const { return mOrbitRightKey; } - F32 getOrbitUpKey() const { return mOrbitUpKey; } - F32 getOrbitDownKey() const { return mOrbitDownKey; } - F32 getOrbitInKey() const { return mOrbitInKey; } - F32 getOrbitOutKey() const { return mOrbitOutKey; } - - void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; } - void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; } - void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; } - void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; } - void setOrbitInKey(F32 mag) { mOrbitInKey = mag; } - void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; } - - void clearOrbitKeys(); + F32 getOrbitLeftKey() const { return mOrbitLeftKey; } + F32 getOrbitRightKey() const { return mOrbitRightKey; } + F32 getOrbitUpKey() const { return mOrbitUpKey; } + F32 getOrbitDownKey() const { return mOrbitDownKey; } + F32 getOrbitInKey() const { return mOrbitInKey; } + F32 getOrbitOutKey() const { return mOrbitOutKey; } + + void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; } + void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; } + void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; } + void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; } + void setOrbitInKey(F32 mag) { mOrbitInKey = mag; } + void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; } + + void clearOrbitKeys(); private: - F32 mOrbitLeftKey; - F32 mOrbitRightKey; - F32 mOrbitUpKey; - F32 mOrbitDownKey; - F32 mOrbitInKey; - F32 mOrbitOutKey; - - //-------------------------------------------------------------------- - // Pan - //-------------------------------------------------------------------- + F32 mOrbitLeftKey; + F32 mOrbitRightKey; + F32 mOrbitUpKey; + F32 mOrbitDownKey; + F32 mOrbitInKey; + F32 mOrbitOutKey; + + //-------------------------------------------------------------------- + // Pan + //-------------------------------------------------------------------- public: - F32 getPanLeftKey() const { return mPanLeftKey; } - F32 getPanRightKey() const { return mPanRightKey; } - F32 getPanUpKey() const { return mPanUpKey; } - F32 getPanDownKey() const { return mPanDownKey; } - F32 getPanInKey() const { return mPanInKey; } - F32 getPanOutKey() const { return mPanOutKey; } - - void setPanLeftKey(F32 mag) { mPanLeftKey = mag; } - void setPanRightKey(F32 mag) { mPanRightKey = mag; } - void setPanUpKey(F32 mag) { mPanUpKey = mag; } - void setPanDownKey(F32 mag) { mPanDownKey = mag; } - void setPanInKey(F32 mag) { mPanInKey = mag; } - void setPanOutKey(F32 mag) { mPanOutKey = mag; } - - void clearPanKeys(); + F32 getPanLeftKey() const { return mPanLeftKey; } + F32 getPanRightKey() const { return mPanRightKey; } + F32 getPanUpKey() const { return mPanUpKey; } + F32 getPanDownKey() const { return mPanDownKey; } + F32 getPanInKey() const { return mPanInKey; } + F32 getPanOutKey() const { return mPanOutKey; } + + void setPanLeftKey(F32 mag) { mPanLeftKey = mag; } + void setPanRightKey(F32 mag) { mPanRightKey = mag; } + void setPanUpKey(F32 mag) { mPanUpKey = mag; } + void setPanDownKey(F32 mag) { mPanDownKey = mag; } + void setPanInKey(F32 mag) { mPanInKey = mag; } + void setPanOutKey(F32 mag) { mPanOutKey = mag; } + + void clearPanKeys(); private: - F32 mPanUpKey; - F32 mPanDownKey; - F32 mPanLeftKey; - F32 mPanRightKey; - F32 mPanInKey; - F32 mPanOutKey; + F32 mPanUpKey; + F32 mPanDownKey; + F32 mPanLeftKey; + F32 mPanRightKey; + F32 mPanInKey; + F32 mPanOutKey; /** Keys ** ** |